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Feel free to copy any of the post from the previous thread and suggest any better title.
Thread: RNG23 Dec 2020, 19:16 PM
Making this quick and shouting the people who were discussing in the balance thread, in order to continue here. ... ... --- --- ... ... ... Feel free to copy any of the post from the previous thread and suggest any better title. In: Lobby |
Thread: [Winter Balance Update] General Discussion23 Dec 2020, 19:11 PM
As long as the original crew has its target size reduced to keep the it performance the same the change is good and it should actually be expanded to include HMG. Yep, i think this would be fair. In: COH2 Balance |
Thread: [Winter Balance Update] General Discussion23 Dec 2020, 19:10 PM
Cheats already exist for the game and this has been the case since CoH1. People had been banned for it. The biggest advantage the genre has over it's competitors is the type of cheats and how much advantage they can provide over regular play. Compare a wallhack/aimbot vs a removal of fog of war/minimap information. The first one becomes gods while the 2nd ones they just play just above average. Specially on COH2 which is so dynamic as less about tech/macro decisions which you need to hide compared to SC2/AOE2/WC3. If you mostly play 3v3/4v4 cheats (outside drophacks) impact is pretty much null. I also dont like it if e sports becomes the focus, it will mean watering down things. Coh as a whole has to much rng to have it be viable in a esport setting. People keep repeating this mantra like parrots. WC3: Blademaster (a hero). Values might be off but the general idea is the same. Lv1 dmg 26-48 (random). One of it's 3 basic abilities is Critical strike. 15% chance to deal 2x/3x/4x dmg depending on lv. One of ORCs unique item is an Orb that can dispel and slow at a 30% chance. There are other heroes which have evasion based on chance and crit as well. There are common units which makes units miss (still RNG). Item drops are crucial, game changing and are random. AOE2: Ballistics and Thumb ring (technologies) are a thing cause ranged units don't have 100% accuracy. Same with siege units, specially if you are in a Trebuchet war. Players have 0 agency regarding where their resources spawn. It can be in a safe position at the back of your base or be in the front of it, just outside a small hill which the enemy can abuse the height bonus advantage. I think this is enough offtopic for this thread so i'm gonna make a new thread so whoever wants can continue there. https://www.coh2.org/topic/107192/rng In: COH2 Balance |
Thread: Aircraft spawn distance normalization.23 Dec 2020, 18:09 PM
Any kind of spawn change would require a complete rework on AA mechanics. In: COH2 Gameplay |
Thread: [Winter Balance Update] SOV Feedback23 Dec 2020, 00:14 AM
Overall way better direction for changes. The only change i miss is making the T34 getting only engine dmg/heavy engine dmg (still main gun destroy). I understand the reasons behind the Con vet nerf, but i wonder if it isn't easier to adjust the cover bonus behind the 7 man upgrade/SVTs in general rather than nerfing the vet which also affects other types of Cons (PPSH/PTRS). In: COH2 Balance |
Thread: [Winter Balance Update] General Discussion23 Dec 2020, 00:03 AM
I adhere with the concept of letting the e-sport scene grow organically and not forcing it out. The support the game needs for that to improve is in ways to implement better modding tools, easier/faster map rotations and observer/replay system, things that the broad playerbase can benefit from as well.
That's just talking through ignorance. RTS: WC3, SC2 and AOE2 are all the "alive" RTS games with a proper scene. FPS: CS:GO, R6 and Valorant all play based in attack vs defend mode. I'm not sure how it's the CoD scene (Search n destroy + Domination (?)) and OW mixes both "King of the Hill (symmetrical) and Push the payload (Assymetrical). Harder to describe other genres as MOBA/Fighting games as "assymetrical". And if you mean RNG then: WC3/AOE2 both have plenty of it. Shooters is practically 0, outside of King of the hill free for all type of gamees. MOBA has them in terms of crits and dmg range. There are circuits for card games (epitome of RNG). Fighting games 0. Sports games, small amount. In: COH2 Balance |
Thread: [Winter Balance Update] OKW Feedback22 Dec 2020, 22:45 PM
Unless you use forbidden techniques, the size change is meant for decrewed raketens. In: COH2 Balance |
Thread: Medium Tanks21 Dec 2020, 21:10 PM
Like idea 2, not sure about the specifics of execution of idea 1 and general consequence and ramifications of the change but i adhere in principle. In: Lobby |
Thread: [Winter Balance Update] SOV Feedback20 Dec 2020, 20:09 PM
And as I have pointed out I think that Ostheer lost allot more than Soviets in the patch, rightfully. Indeed, but it's not like they are not also buffing other OH thing as well. The formations changes are great, in both MG and Grens. And the general consensus atm is that the nerfs are not strong enough to disuade people from using Osttruppen, 5 man Grens or AssGrens. Alternative ELE commander in teamgames. In: COH2 Balance |
Thread: [Winter Balance Update] SOV Feedback20 Dec 2020, 19:34 PM
Right now it's useful to downright delete whatever you are aiming it at. Be an infantry capping or support weapon. It's basically a 70 range stronger bundle grenade. You could care less about far AOE chip dmg if whatever you were aiming before was gonna be dead. I mentioned that due to the delay, it's harder to hit anything that is moving slightly. And it's not like it had bad penetration before. 300/350/400. The only thing it will deflect at max range are KT, JT and ELE. Vet2 Brummbar if it's perfectly at max range cause anything in between will still pen. HP went up not down. Overall it about 10% EHP reduction and bringing armor value close to other vehicles. Yep that was my bad notes when summarizing the changes. It was meant to reflect the EHP against small arm. Which even if you are fighting a 222, you are still getting hit by the vehicles MGs. Basically a situational improvement, when overall you are getting dmg by small arm at the beginning of the game. Which means more time repairing. MR can become available from around minute 6 and the XP gain kick in for both units immediately and the reinforcement reduction for Penal. I'm not understimating it, but factoring all the other changes that are been applied at the same time and this change is supposed to be the redeeming factor for the other late game nerfs and the T70 nerf. If you want to get this upgrade in live, the only REALISTIC thing you are skipping is molotovs at 80/10 IIRC. I'm still not sold in buying it for Penals as well as opposed to rushing a light vehicle out. I feel in a world where 5%/10% xp gain bulletins exist for things like Rifles/PGs and other units, i don't feel it's that game changing at that point in the game In: COH2 Balance |
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